jackhaydock / Jackalope_Homebrew

Homebrew content for DnD 5e
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Swordtober Weapons #124

Open jackhaydock opened 11 months ago

jackhaydock commented 11 months ago

Weapons made from swords created during swordtober

Sword of the Amphisbaena

base item: scimitar rarity: rare

This split tip scimitar features an enamel hilt depicting a coiled amphisbaena, a two-headed snake. One of the heads forms the pommel, the other rests upon the blunt side of the blade, the body forms the grip and guard of the hilt.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Once per turn, when you hit a creature using this weapon, you can attempt to command the sword to bite the target. Make a DC 10/12 Wisdom (Animal Handling) check. On a success, the attack deals an additional 2d6 poison damage as the snake head resting on the blade bites the target.

Cursed. This sword is cursed. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. You occasionally feel compelled to feed live mice or other prey to the snake heads. In addition, when you fail the Wisdom (Animal Handling) check to make the weapon bite a creature, the snake head on the pommel bites you instead, dealing 2d6 poison damage to you.

Dagger of Despair

base item: dagger rarity: rare?

This black glass and metal dagger is chipped and splintered, making it uncomfortable to wield and extra dangerous. The blade also appears to be crying, always slighlty dripping with cold, salty water.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon. In addition, this weapon deals slashing damage rather than piercing.

Alt Once per turn, when you hit a creature with an attack using this weapon, you can expend one Hit Die, roll it, and add twice the result to the damage of the attack as psychic damage. When you do so, you have disadvantage on your next ability check before the end of your next turn as the dagger cuts into your flesh and fills your mind with discouraging thoughts..

ALT to block above When you hit a creature with an attack using this weapon, you can choose to take 1d6 necrotic/slash/cold/psychic damage, which cannot be reduced in anyway, and deal 1d8 additional necrotic/slash/cold/psychic damage with the attack.

Finally, when you damage an eladrin with an attack using this weapon, the DM may force the eladrin to make a Constituion/Wisdom/Charisma saving throw (DC equals 5 + the damage dealt) or change its season to winter and have disadvantage on its next ability check or attack roll before the end of its next turn.

Cursed. This dagger is cursed. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the dagger, keeping it on your person at all times. The dagger occasionaly fills you with a sense of dread and despair. In addition, whenever you finish a long rest, your Charisma score is reduced by 1d6 until the end of your next long rest.

Flail of Incarceration

base item: flail rarity: rare?

This dark wood and iron flail features a pair of chained manacles in place of a ball.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

When you hit a creature with an attack using this weapon, you can use a bonus action to take the Grapple action against the target. While grappled in this way, the target is restrained and you cannot use the flail to attack.

Ninjato of the Centipede

base item: scimitar rarity: rare?

This straight, single-edged blade features a centipede like design along the blunt side of the blade and the grip appears to be made of chitin.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

When you hit a creature with an attack using this weapon, you can use a bonus action to cast the infestation cantrip (DC 15) on that creature.

Axe of the Guillotine

base item: greataxe rarity: rare?

This axe is constructed from wooden struts and a blade from a guillotine.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

When you hit a creature with an attack using this weapon, and that creature is prone or incapacitated, the attack deals an additional 1d12 damage.

Morning Herald

Axe of the Canine Master

base item: battleaxe rarity: rare?

This double-bladed axe resembles a wolf head and wolf fur adorns the handle.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

While you are attuned to this weapon you can verbally communicate with wolves and other canines.

This weapon has 3 charges, and regains 1d4-1 charges daily at dawn. As a bonus action, you can expend a charge to summon a dire wolf in an unoccupied space within 10 feet of you. The wolf is an ally to you and your companions. In combat, the wolf shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

Mace of the Cheese Gourmand

base item: mace rarity: rare?

The head of this mace appears to be made from a wheel of cheese with a wedge cut out, and the weapon has a very strong smell, for better or worse.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

This weapon makes everyone who touches it smell of cheese for up to an hour after touching it. In addition, a creature hit with an attack using the weapon has disadvantage on their next Wisdom check or Saving throw before the end of their next turn as they are overwhelmed by the smell, good or bad. Once a creature under this effect succeeds on a Wisdom check or saving throw, they are immune to this effect until the next dawn.

Optional Bonus weapon: Axe of the Cheese Gourmand

base item: handax rarity: rare?

The head of this axe appears to made from a wedge of cheese, one that fits perfectly into the head of the Mace of the Cheese Gourmand.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

This weapon makes everyone who touches it smell of cheese for up to an hour after touching it. In addition, a creature hit with an attack using the weapon has disadvantage on their next Wisdom check or Saving throw before the end of their next turn as they are overwhelmed by the smell, good or bad. Once a creature under this effect succeeds on a Wisdom check or saving throw, they are immune to this effect until the next dawn.

Addtionaly, while you wield this weapon in one hand and the Mace of the Cheese Gourmand in the other, both weapons have the Light property and you can use them for Two Weapon Fighting, you can add your ability modifier to the damage of the second attack.

Draconic TBD

This weapon already exists in a game

Rapier of the Alien

base item: rapier rarity: rare?

This rapier features the visage of a mind flayer forming the guard. The face and outer tendrils form a swept hilt protecting the wielder's hand, while the middle tendril fuses into the blade.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

This weapon has 3 charges, and regains 1d4-1 charges daily at dawn. When you hit a creature with an attack using this weapon, you can expend a charge and aim for the brain, dealing an additional 2d6 psychic damage and forcing the creature to make a DC15 Intelligence saving throw or become stunned until the end of its next turn. If this damage reduces the creature to 0 hit points, they die as the blade consumes its brain.

Machete of the Polypore

base item: scimitar rarity: rare?

This thick bladed sword is covered in mushrooms and is constantly surrounded by clouds of spores.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon. In addition, this weapon deals an additional 1d6 poison damage on a hit.

While holding this weapon, spore emanate from you out to a radius of 30 feet, even around corners. You can telepathically communicate with any creatures in this areas that have a Intelligence score of 2 or higher. These creatures can respond in kind.

Ringblades of the Veil

base item: dagger rarity: rare?

This pair of matrimonial rings harbor small blades that can be magically summoned or dismissed at will.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

While are wearing one of these rings and within 30 feet of another creature wearing the other ring, attacks with this weapon deal an additional d6 damage on a hit. If you and the other creature are married to each other, this extra damage increases to 2d6. The DM decides what counts as being married within the various cultures and faiths of the world.

Sword of the Jubilee

base item: longsword rarity: rare?

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

When you attune to this weapon for the first time, there is a single crown image on the blade. For every 5/10 years total you have been attuned to this weapon, the sword grows an additional image of a crown along the blade (to a maximum of 6/10). The material of the crown reflects the associated anniversary, such as silver, gold and platinum. The weapon has a number of charges equal to twice the number of crowns, and regains all expended charges daily at dawn.

When you make a Charisma check or an attack with the weapon, you can expend a charge to gain a bonus to the roll equal to the number of crowns. Alternatively, when you hit with an attack using this weapon, you can expend a charge to deal additional damage equal to 1d6 for each crown.

Kris of the Depths

base item: dagger/shortsword rarity: rare?

The blade of this kris resembles a tentacle. The driftwood hilt is wrapped in seaweed. Neither the blade or hilt ever seem to fully dry.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

While attuned to this weapon, you can breathe underwater, you have a swim speed equal to your walking speed and being underwater does not impose disadvantage on attacks with this weapon. In addition, if you have a creature grappled and both of you are submerged, moving with that creature does not cost extra movement.

Mace of Desert Thirst

base item: mace rarity: rare?

The head of this mace resembles a desert plant, such as a cactus. Despite being soft to the touch, it still makes an effective bludgeoning weapon.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

Attacks with this weapon deal double damage against oozes and water elementals (the DM may allow other creatures to become affected). When you hit such a creature with an attack using this weapon, you gain 2d6 temporary hit points as the weapon absorbs moisture and life force from the creature.

Blade of Serenity

base item: shortsword rarity: rare?

This glass bottle appears to contain a miniture tropical island and a calm, turquose sea. As a bonus action, or as part of an attack you make with it, you can command the water in the bottle to magically climb out of the bottle and form the shape of a blade, with the bottle as its hilt. Nearby creatures hear relaxing sounds of calm seas while the blade is drawn. You can command the water to return to the bottle with another bonus action.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

This weapon has 3 charges, and regains 1d3 charges daily at dawn. As an action you can expend a charge to cast the calm emotions spell (DC 15).

Knife of Spice

base item: dagger rarity: rare?

This red and green balisong knife resembles a chilli pepper. Food that is cut or stirred by the blade becomes spicier.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

Attacks with this weapon deal an addtional 1d6 fire damage. When you score a critical hit with this weapon, the target is blinded for 1 minute. A blinded creature can make a DC 15 Constitution saving throw to remove the condition at the end of each of its turns.

Blade of the Cycling Sky

base item: double bladed scimitar rarity: rare?

One half of this weapon features gold and yellow iconography of the sun, while the other half features black and silver iconography of the moon and stars.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

While holding this weapon, you can cast the light cantrip on it at will. In addition, you always know the number of hours till the next dawn or dusk.

Finally, you can use this weapon to cast the sunbeam spell during the day or the moonbeam spell at night. Both spells are cast at 6th-level and with a spell save DC of 15. Once you cast either of these spells, you cannot cast that spell using this weapon again until the next dawn.

Sword of the Book

base item: scimitar rarity: rare?

The blade and guard of this sword is made from folded pages of an ancient and magical tome. The spine of the tome is wrapped around the grip.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon. In addtion, you can use Intelligence in place of Strength or Dexterity for the attack and damage rolls.

Finall, you can use this weapon to cast the borrowed knowledge and legend lore spell without material components.. Once you cast either of these spells, you can not cast that spell with this weapon again until the next dawn.

Gladius of Art Deco

base item: shortsword rarity: rare? requires attunement by a dwarf?

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

Attacks with this weapon have advantage against objects and creatures made primarily of metal or stone. In addition, if you are a dwarf, attacks with this weapon deal an additional 1d6 damage on a hit.

Siren

Machete of the Leviathan

base item: scimitar rarity: rare

This anceint, ornate machete features the shape of a leviathan extending from the scaled hilt onto the blade.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

tbd

Knife of Ambivalance

base item: dagger rarity: rare

This knife appears to be half of a larger dagger, split in twain. When the dagger is brought near its other half, they refuse to touch, repelling each other with an invisible, incremental force that no mortal seems capable of overcoming.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

If you use this weapon for Two Weapon Fighting with its other half, you can add your ability modifier to the damage of the second attack.

Additionally, when you hit creature with an attack usin this weapon, and you then hit the same creature with another attack using the knife's other half on the same turn, the second attack heals the target instead, including addtional damage such as with sneak attack.

Sword of Decay

base item: shortsword rarity: rare

This broken and well rusted sword has decayed long past being usuable, or so it seems. Somehow, it is not only as effective as a fresh blade, but perhaps even more so.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

This weapon has 5 charges, and regains 1d4+1 charges daily at dawn. When you hit a creature with an attack using this weapon, you can expend a charge to force them to make a DC15 Constituion saving throw or take 2d12 necrotic damage and become poisoned. On a success, the creature takes half damage and is not poisoned.

While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a fail, the creature takes 1d12 necrotic damage and remains poisoned. On a success, the creature is no longer poisoned.

Sword of Dimensions

base item: longsword rarity: rare

This longsword featues a small, opaque, eliptical portal embeded in the blade just above the hilt. Reaching your hand into the portal feels like dipping it into a cold whirlpool. The other side feels like nothing, a total absence of light, touch or temperature.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

This weapon has 5 charges, and recovers 1d4+1 charges daily at dawn. As a bonus action when you hit a creature with an attack using this weapon, or a reaction when a creature within 5 feet of you misses you with an attack while you are holding this weapon, you can expend a charge to cast vortex warp (DC15) on that creature.

Knife of Rebirth

base item: dagger rarity: rare

This red-orange, feather-shaped blade features a phoenix head pommel and is always warm to the touch.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

Attacks with this weapon deal an additional d6 fire damage. In addition, if the heat metal spell is cast on this blade, the fire damage cannot harm you while you are attuned to it.

Finally, you can use an action to stab a corpse and cast revivify on it without requiring material components. Once you cast the spell in this way you cannot do so again until the dagger spends at least 6 consecutive hours inside a fire.

Mace of Redemption

base item: mace rarity: rare

The head of this mace is shaped like a hand reaching out to offer assistance. Despite being made of metal, the head emits a comforting warmth when touched.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

When you reduce a creature to 0 hit points using this weapon, you incapacitate the creature rather than killing them. The creature is unconscious and stable.

Finally, you can use a bonus action to touch a creature that has 0 hit points and restore 3d6 hit points to them. By grasping the hand, that creature can then immediately get up from prone, provided their speed is not 0. Once you use this bonus action on a creature, you cannot use it on that creature again until the next dawn.

Multiweapon of Metamorphosis

base item: battleaxe rarity: rare

This weapon is actually shapeshifting ooze, similar to a mimic, however, it will not harm its wielder...probably.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

Whenever you finish a short or long rest, this weapon shifts into a new form. Randomly determine the weapon's damage type from the following; acid, bludgeoning, piercing or slashing. The weapon's appearance changes to match the new type but none of its other statistics change.

Finally, this weapon has 5 charges, and regains 1d4+1 daily at dawn. When you hit a creature with a melee attack using this weapon, you can expend a charge to have weapon partly reveal its true form and attack the target with a bite or psuedopod, coating it in adhesive mucus. The target must make a DC 15 Strength saving throw or become restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, removing the condition on a success.

Falchion of Art Nouveau

base item: scimitar rarity: rare, requires attunement by a dwarf?

This elegant sword features plant-like patterns and shapes. The hilt appears to be made from twisting branches or roots.

You have a +1/+2 bonus to attack and damage rolls made with this magic weapon.

tbd

In addition, if you are an elf, attacks with this weapon deal an additional 1d6 damage on a hit.

Sabre of the Jackalope

base item: longsword rarity: Artifact

description tbd

Dormant. The weapon has the following properties while in its dormant state:

Awakened. The weapon has the following properties while in its Awakened state:

Exhalted The weapon has the following properties while in its Exhalted state: